#version 450
#define MATERIALPLUGIN_1
#define DETAILDIRECTUV 0
#define DETAIL_NORMALBLENDMETHOD 0
#define DIFFUSEDIRECTUV 0
#define AMBIENTDIRECTUV 0
#define OPACITYDIRECTUV 0
#define EMISSIVEDIRECTUV 0
#define SPECULARDIRECTUV 0
#define BUMPDIRECTUV 0
#define SPECULARTERM
#define NORMAL
#define NUM_BONE_INFLUENCERS 0
#define BonesPerMesh 0
#define LIGHTMAPDIRECTUV 0
#define NUM_MORPH_INFLUENCERS 0
#define ALPHABLEND
#define PREPASS_IRRADIANCE_INDEX -1
#define PREPASS_ALBEDO_SQRT_INDEX -1
#define PREPASS_DEPTH_INDEX -1
#define PREPASS_NORMAL_INDEX -1
#define PREPASS_POSITION_INDEX -1
#define PREPASS_VELOCITY_INDEX -1
#define PREPASS_REFLECTIVITY_INDEX -1
#define SCENE_MRT_COUNT 0
#define VIGNETTEBLENDMODEMULTIPLY
#define SAMPLER3DGREENDEPTH
#define SAMPLER3DBGRMAP
#define ORDER_INDEPENDENT_TRANSPARENCY_16BITS
#define CAMERA_PERSPECTIVE
#define LIGHT0
#define HEMILIGHT0

#define SHADER_NAME vertex:default
precision highp float;
// Internals UBO

layout(set = 1, binding = 0) uniform Internals {
float yFactor_;
float textureOutputHeight_;
};
layout(std140,column_major) uniform;
layout(set = 1, binding = 1) uniform Material
{
vec4 diffuseLeftColor;
vec4 diffuseRightColor;
vec4 opacityParts;
vec4 reflectionLeftColor;
vec4 reflectionRightColor;
vec4 refractionLeftColor;
vec4 refractionRightColor;
vec4 emissiveLeftColor;
vec4 emissiveRightColor;
vec2 vDiffuseInfos;
vec2 vAmbientInfos;
vec2 vOpacityInfos;
vec2 vReflectionInfos;
vec3 vReflectionPosition;
vec3 vReflectionSize;
vec2 vEmissiveInfos;
vec2 vLightmapInfos;
vec2 vSpecularInfos;
vec3 vBumpInfos;
mat4 diffuseMatrix;
mat4 ambientMatrix;
mat4 opacityMatrix;
mat4 reflectionMatrix;
mat4 emissiveMatrix;
mat4 lightmapMatrix;
mat4 specularMatrix;
mat4 bumpMatrix;
vec2 vTangentSpaceParams;
float pointSize;
float alphaCutOff;
mat4 refractionMatrix;
vec4 vRefractionInfos;
vec3 vRefractionPosition;
vec3 vRefractionSize;
vec4 vSpecularColor;
vec3 vEmissiveColor;
vec4 vDiffuseColor;
vec3 vAmbientColor;
vec4 vDetailInfos;
mat4 detailMatrix;
};
layout(std140,column_major) uniform;
layout(set = 0, binding = 0) uniform Scene {
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 vEyePosition;
};
layout(std140,column_major) uniform;
layout(set = 1, binding = 2) uniform Mesh
{
mat4 world;
float visibility;
};
#define WORLD_UBO
#define CUSTOM_VERTEX_BEGIN
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
const float PI=3.1415926535897932384626433832795;
const float HALF_MIN=5.96046448e-08;
const float LinearEncodePowerApprox=2.2;
const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;
const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);
const float Epsilon=0.0000001;
#define saturate(x) clamp(x,0.0,1.0)
#define absEps(x) abs(x)+Epsilon
#define maxEps(x) max(x,Epsilon)
#define saturateEps(x) clamp(x,Epsilon,1.0)
mat3 transposeMat3(mat3 inMatrix) {
vec3 i0=inMatrix[0];
vec3 i1=inMatrix[1];
vec3 i2=inMatrix[2];
mat3 outMatrix=mat3(
vec3(i0.x,i1.x,i2.x),
vec3(i0.y,i1.y,i2.y),
vec3(i0.z,i1.z,i2.z)
);
return outMatrix;
}
mat3 inverseMat3(mat3 inMatrix) {
float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];
float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];
float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];
float b01=a22*a11-a12*a21;
float b11=-a22*a10+a12*a20;
float b21=a21*a10-a11*a20;
float det=a00*b01+a01*b11+a02*b21;
return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;
}
float toLinearSpace(float color)
{
return pow(color,LinearEncodePowerApprox);
}
vec3 toLinearSpace(vec3 color)
{
return pow(color,vec3(LinearEncodePowerApprox));
}
vec4 toLinearSpace(vec4 color)
{
return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
}
float toGammaSpace(float color)
{
return pow(color,GammaEncodePowerApprox);
}
vec3 toGammaSpace(vec3 color)
{
return pow(color,vec3(GammaEncodePowerApprox));
}
vec4 toGammaSpace(vec4 color)
{
return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
}
float square(float value)
{
return value*value;
}
vec3 square(vec3 value)
{
return value*value;
}
float pow5(float value) {
float sq=value*value;
return sq*sq*value;
}
float getLuminance(vec3 color)
{
return clamp(dot(color,LuminanceEncodeApprox),0.,1.);
}
float getRand(vec2 seed) {
return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);
}
float dither(vec2 seed,float varianceAmount) {
float rand=getRand(seed);
float normVariance=varianceAmount/255.0;
float dither=mix(-normVariance,normVariance,rand);
return dither;
}
const float rgbdMaxRange=255.0;
vec4 toRGBD(vec3 color) {
float maxRGB=maxEps(max(color.r,max(color.g,color.b)));
float D =max(rgbdMaxRange/maxRGB,1.);
D =clamp(floor(D)/255.0,0.,1.);
vec3 rgb=color.rgb*D;
rgb=toGammaSpace(rgb);
return vec4(clamp(rgb,0.,1.),D);
}
vec3 fromRGBD(vec4 rgbd) {
rgbd.rgb=toLinearSpace(rgbd.rgb);
return rgbd.rgb/rgbd.a;
}
vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {
vec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;
vec3 halfSize=cubeSize*0.5;
vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;
vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;
vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);
float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);
vec3 intersectPositionWS=vertexPos+origVec*distance;
return intersectPositionWS-cubePos;
}
layout(location = 0)  out vec3 vPositionW;
layout(location = 1)  out vec3 vNormalW;
layout(set = 1, binding = 3) uniform Light0
{
vec4 vLightData;
vec4 vLightDiffuse;
vec4 vLightSpecular;
vec3 vLightGround;
vec4 shadowsInfo;
vec2 depthValues;
} light0;
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
vec3 positionUpdated=position;
vec3 normalUpdated=normal;
#define CUSTOM_VERTEX_UPDATE_POSITION
#define CUSTOM_VERTEX_UPDATE_NORMAL
mat4 finalWorld=world;
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
mat3 normalWorld=mat3(finalWorld);
vNormalW=normalize(normalWorld*normalUpdated);
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
gl_Position=viewProjection*worldPos;
vPositionW=vec3(worldPos);
vec2 uvUpdated=vec2(0.,0.);
#define CUSTOM_VERTEX_MAIN_END
gl_Position.y *= yFactor_;
}